BPR_MiK
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« Reply #1 on: September 18, 2005, 10:53:46 AM » |
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cont...
I take it the MP side is still being worked on and you need some input from the community?
Yes, we have some interesting game modes in store for the PC community. I think you will like them.
Mathieu Girard (MG): But we can’t talk about them right now, we want them to be a surprise.
I would like to hear near-real sounds from bombs, mortars, grenades and arty. I think it would really intensify the gameplay. How about bullets that “snap” as they go by your ears? All real military can verify the difference in sounds and they are quite different. Now don’t forget, I said near-real sounds, we don’t want you to go deaf or have the police come crashing through the door.
We went to a weapons range to record rifle sounds. [Bo and I talked about grenades and agree, that the sounds of them aren’t as loud or big as people think. Also, the only sound I heard from a round when downrange, actually in the pits marking the targets for shooters, is the pop or crack heard when the round hit the target which was paper pasted on cheesecloth stretched over a wood frame. WK]
Simon Viklund (GR:AW PC sound designer): Sounds should sound real, be crisp and have great clarity, and – where needed – a roaring bass. This should be expected of any game, but sadly, that is an expectation that developers seldom live up to. Believe me though, when I say that GRIN will not disappoint you. Our team has sound staff that is truly passionate about sound, and they are working hard to bring your ears an experience that matches the one your eyes will be treated with when you’re playing GRAW PC.
As the game takes place in an urban environment, you expect the sound to behave in a certain way. In this aspect, GRAW PC takes game sound to a whole new level. Apart from changing character in accordance with distance, gunshots and explosions echo off the buildings around you. Bullets swish by your ears and debris fall on top of your helmet. The sound in the grand robbery scene in “Heat” is the model: The sound is BIG!
Other games’ weapons will sound like cereals poppin’ when you’ve played GRAW PC. If you have a surround sound system, this game will truly prove its worth – but watch that volume meter, or else the police WILL come crashing through your door! Ha Ha.
Also, some in the community have requested that enemies should talk and shout orders to each other to increase realism and add to the immersion of being in Mexico (granted they speak Spanish) – this is a feature that I can confirm is now in the game, and it sounds awesome. We’ll see if we can release a sound teaser to show all this now.
How about near correct military communications? A good example would be GR1. When a team came to a designated holding point they would just say something corny like "we're here." I need to know who is at their spot, like Bravo or Charlie and what their job is, like holding, setting-up, stacking-up, on assault, or scoping things out. Something in this direction would be nice. What have you got for us? Will there be more varied and unique team member voices?
Bo : We hope you feel there is no garbage. We wanted 3 emotional layers to voices and a team member sounds depends on the situation. The more tense it is, the more strained their voices are. If calm, you will be able to tell that from their voices too.
I would like to hear some realistic radio chatter as the Ghosts move into their area of operation. A good example of this is the GR: Island Thunder Expansion Pack. When the aircraft was coming in you could hear the radio chatter. As they landed, they went 'tac' and outside radio was no longer audible (yeah, you have to use a little bit of imagination, it's just a game!). This may be low on the list to many people, but it adds an intensity that is hard to ignore. Good Hollywood movies do this to add ambiance, depth, mood, information, and tension. This is useful on large maps as the Ghosts move into their objective, it breaks up a dry spot in the game and keeps it moving forward and adds technical excitement. Walking into an area in operation, there is quite some info flowing into your headset between your communications center, command, and team members. Will GRAW have this kind of chatter?
We hope you think so as we do think what we have to offer is better.
Communication is the key to a successful mission. How about saying something if the enemy is spotted or at least use hand signals?
While your teammates will let you know of nearby enemies, it may be possible to add hand signals. We are still working everything out and if unable to add it before game launch, we can add it later.
What will happen with tracer ammunition? Will the NATO sides be using RED and the OPFOR using GREEN this time? Yellow tracers are no longer acceptable.
We aren’t sure at this time. We are trying to avoid the “Star Wars” feel with different colors for friendly and enemy fire. We want to give assault rifles a yellow/white color while heavy weapons get a different color altogether. Remember, tracers only have the phosphorescence on the end of the round so the shooter can see where it goes. Basically it’s to show the shooter where the round actually goes.
What about the light bloom? It is awfully bright in some instances and washes out the game.
We are modeling dynamic changes in time. The sun will track across the sky and that will affect how it is reflected off of the surroundings. Still, we will tune it down some before release. Also it is important to know that the bloom is dynamic and changes as the soldier adapts his eyes to the change in light intensity of his surrounding. You can see this in the “leaked” footage on GRAW PC.
While I can handle new weapons and new uniforms, what, if anything will make GRAW for PC a non-linear, thinking mans game like the first one was?
It will be non-linear. We wanted to expand the maps and let the player decide how to complete the missions as in the original Ghost Recon.
How will we be inserted into the game world? I take it we aren’t just spawning on the map?
There will be real time insertions into the game world along with extractions and there will be no cutscenes. On insertion, you will be able to interact with the pilots via the Cross-Com and even be able to shoot at enemy below you from the Blackhawk. You will be fast roping to the ground.
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